Month: September 2009

Yesterday was a sick day, and right up until fever broke over me like the Persian Hordes broke over the 300 Spartans, I actually got some work done. Then I collapsed, grabbed a small stuffed toy I refer to as The Christmas Moose and made with the nap time.Today, I’m still a vector of disease,… Read more

The map of The Tower is almost done, well, the outside anyway. Considering that’s the trickiest part of the thing, I’ll count that as a minor achievement, a small win. The issue I found myself with, is the basic idea that The Tower, unlike the other things which are basically interiors, is mostly exterior. The… Read more

Hmm, 3 weeks left, not including a great big assed section I’ll refer to as “Post Production” where I make it all work and I polish the game like a pair of jackboots. That really is cutting it close. As the designer, I need to actually be all done quicker still, since art takes time.… Read more

I got to doing the Tower level yesterday. When I build a level, I generally start with a big blank page and do a quick sketch of the shape of the level if it has outer bounds. The Castle had the idea of a large central area and smaller towers for example. Then I go… Read more

The Castle, is finished. Well, at least for my part it’s done, more or less. Testing is currently ongoing and I’m sure I’ll receive an email in the next couple of days with either a giant list of broken things, parts that are confusing and parts that are stupid, requiring me to go back in… Read more

I spent yesterday working away, answering email and generally trying to steer a great big project ship with neither oars, rudders or a combination thereof towards something that could be considered the end. For my part I’ve debugged the bejeezus out of the castle level and have like 4 traps left to install, none of… Read more

I was having a chat the other day, talking about the IGF winners of previous years. Talked about Braid and Alien Hominid, and eventually Narbacular Drop came up. When the question, “What’s that?” came whizzing back my way I replied with, “It was put together by some students. They were all in turn hired by… Read more

Had a team meeting on Friday, and two things became quickly and readily apparent. The first is that the art in the game is going to be bloody brilliant. I had mentioned at one point it would be cool to have some of the art look as if it’s in an old book, but gave… Read more

The Castle, is in the bag as it were. Over the weekend I got the whole thing finally laid out in ThiefEd. Yesterday I got all the doors working and made placeholder animations (which are decent enough to pass muster should time become more of a factor) for the traps. I also built an elevator,… Read more

Yesterday I didn’t do much in the way of level building, but I’ve gotten 2 of the 3 kinds of traps installed and the code designed for the third. So now there are functions, that work even, for both the spike traps and spinning blades. The one oddity of them is that spikes. You see,… Read more

Currently I’m about 60% of the way done in getting the Castle built and in the proverbial “Can” that movie people are always blathering on about. It seems to play pretty well, but at this point it’s a little hard to tell since none of the doors work and the traps exist only as a… Read more